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Draco18s

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Everything posted by Draco18s

  1. What the fuck is this https://github.com/16ColorGames/SuperTechTweaks/blob/master/src/main/java/com/sixteencolorgames/supertechtweaks/blocks/BlockOre.java#L82-L87 No really. What the fuck.
  2. Yes. Json files is the 1.12 way.
  3. You need to ask the block in the world if it is replaceable and if so, replace it.
  4. Should be a isReplacable() method on the block class. It isn't handled by the material.
  5. Your texture name in midels/block uses "layer0". That's the 2D item layer name. Cube_all uses "all"
  6. You didn't thinger-jigger the galorp galorp and so your plumbus is out of alignment. (Hint: without any code or screen shots we can't help you)
  7. You're still using te.getTileData().
  8. THAT doesn't even make sense.
  9. We know what you're trying to do. We're trying to tell you that you're doing it wrong and how to fix it, but you keep taking that advice and not doing it.
  10. No. You call those methods when the data changes. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L47
  11. 1) You have posted in the wrong board, if you are not making mods, you should be posting in Support & Bug Reports 2) You haven't included your log like you should so that we can actually provide meaningful help And last but not least.... 3) 1.7 is no longer supported by Forge, your thread will be closed and locked when a mod finds it. Come back when you've updated.
  12. Oh. Hanging entities. Vanilla made those a pain in the ass because EntityHanging itself is responsible for deciding which entity actually gets spawned. You're better off replicating (virtually) all of EntityHanging for your painting clone.
  13. You have to call these methods when the data changes: worldObj.markBlockRangeForRenderUpdate(pos, pos); worldObj.notifyBlockUpdate(pos, getState(), getState(), 3); worldObj.scheduleBlockUpdate(pos,this.getBlockType(),0,0); markDirty();
  14. I have a working example here, although it is to select between two different blockstate files based on a property, but the broad strokes are the same. Note that StateMapperBase is client-side-only and you need to call ModelLoader.setCustomStateMapper for your block, which I do here.
  15. Minecraft is a tag on Stack Overflow (so is Minecraft Forge) and when Documentation happened I was all "yes, this would be a nice thing to have" so that there was a community managed*, central repository of Minecraft modding examples. Documentation (as a feature) has (largely) failed, but those articles I wrote are still there. *Pull Requests to Read the Docs don't count: if the owner(s) of the git repo disappears for any reason, they can't accept the PRs. Not to mention the fact that the Read the Docs doesn't even mention json models and a whole slew of other topics. Like a page on how to get started, which has an existing PR that has had no action in six months.
  16. It's new with that PR which was merged 5-6 days ago.
  17. Yeah, most people realize that already. I wrote up a documentation page for it over on Stack Overflow a while back, too.
  18. Yes, but using the ModelMesher is still the worst option.
  19. Don't use the ModelMesher, use the ModelLoader in PreInit instead. Also stop with the substring nonsense. Unlocalized names have nothing to do with resources. You should be using getRegistryName instead.
  20. Well, I can tell you to stop using ITileEntityProvider because it is old and unnecessary. Just override hasTE and getTE in the block class. Won't solve your problem, though.
  21. Edge pixels should probably only ever be 100% transparent or 100% opaque. The slightly fuzzy outline you have looks dumb in 3D.
  22. False. Your update method currently runs on both sides.
  23. 1. There is no reason to have the EFFECTIVE_ON array, setHarvestLevel() is sufficient. 2. You need to use a different constructor, the one that takes 2 floats, because vanilla wants the damage and speed values from the material passed to that constructor, but your material doesn't exist in its enum array, so it crashes. 3. Don't set the unlocalized name like that, you should use setUnlocalizedName(getRegistryName()) after you give the item a registry name, this allows your lang file to not conflict with other mods

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